UE3:UTWeap_Enforcer (UT3)
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTWeap_Enforcer'
AkimboTime
Type: float
How long transition to akimbo takes
Default value: 0.35
LeftMesh
Type: UTSkeletalMeshComponent
Modifiers: editinline
The Left Handed Mesh
Internal variables
ArmBurstFireAnimName
Type: name
Default value: 'weaponfireburst'
ArmDualEquipAnim
Type: name
Default value: 'WeaponEquiplFancy'
ArmReloadAnim
Type: name
Default value: 'WeaponEquipFirst'
bAkimbo
Type: bool
Whether we are currently holding weapons to the side.
bForceReturnToActive
Type: bool
If we become a dual while firing, force return to the active state in order to properly re-initialize
bFullDualCoolDown
Type: bool
bLastFiredLeft
Type: bool
if the last shot was fired from the left enforcer
bLoaded
Type: bool
If true this weapon won't play the reload anim
BurstCnt
Type: int
How many shots have been fired in burst
BurstCoolDownTime
Type: float
How long to cool down
Default value: 0.97
BurstFireAnimName
Type: name
Name of the animation when bursting
Default value: 'weaponfireburst'
BurstMax
Type: int
How many shots max in burst before going to cool down
Default value: 3
DualEnforcerDamageType
Type: class<UTDamageType>
Damage type used with dual enforcers (for unique kill message)
Default value: Class'UTGame.UTDmgType_DualEnforcer'
DualEquiptime
Type: float
Amount of time it takes to equip the left gun
Default value: 1.0
DualIconCoordinates
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 600.0 |
UL | 126.0 |
V | 515.0 |
VL | 75.0 |
DualMode
Type: EDualMode
Modifiers: repnotify
if true, we are a dual enforcer
EnforcerMuzzleFlashLight
Type: UTExplosionLight
Array size: 2
dynamic light
EnforcerMuzzleFlashPSC
Type: UTParticleSystemComponent
Array size: 2
Muzzle flash PSC and Templates
LastAkimboTransitionTime
Type: float
Time that last akimbo transition occured.
LastFireTime
Type: float
timeseconds when last fired
LastFiringState
Type: name
Holds the name of the last firing state. Used by reload to know where to go
LeftArmAnimSet
Type: AnimSet
Default value: AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Arms'
LeftIdleAnim
Type: name
anim played for left mesh when idling
Default value: 'WeaponIdleB'
LeftWeaponMaterialInstance
Type: MaterialInstanceConstant
OverlayLeftMesh
Type: UTSkeletalMeshComponent
Modifiers: protected
ReloadTime
Type: float
Amount of time for the reload anim
Default value: 2.0
ShotCount
Type: int
Used internally to track which gun to fire
WeaponDualEqipAnim
Type: name
Default value: 'WeaponEquiplFancy'
WeaponMaterialInstance
Type: MaterialInstanceConstant
WeaponReloadAnim
Type: name
Name of the animation to play when reloading
Default value: 'weaponequipempty'
WeaponReloadSnd
Type: SoundCue
sound played when reloading
Default values
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGame.Default__UTWeap_Enforcer:MeshSequenceA' |
AnimSets[0] | AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Base' |
bForceUpdateAttachmentsInTick | True |
FOV | 55.0 |
Materials[0] | Material'WP_Enforcers.Materials.M_WP_Enforcers_01' |
SkeletalMesh | SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcers_1P' |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
SkeletalMesh | SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcer_3P_Mid' |
Enums
EDualMode
- EDM_SingleWeapon
- EDM_DualEquipping
- EDM_Dual
- EDM_Max
Functions
Events
CauseMuzzleFlash
Overrides: UTWeapon.CauseMuzzleFlash
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.
CauseMuzzleFlashLight
Overrides: UTWeapon.CauseMuzzleFlashLight
Causes the muzzle flashlight to turn on
MuzzleFlashOff
Turns the MuzzleFlashlight off
MuzzleFlashTimerLeft
MuzzleFlashTimerRight
ReplicatedEvent
Overrides: UTWeapon.ReplicatedEvent
On a remote client, watch for a change in bDualMode and if it changes, signal this has become a dual weapon.
SetPosition
Overrides: UTWeapon.SetPosition
This function aligns the gun model in the world
StopMuzzleFlash
Overrides: UTWeapon.StopMuzzleFlash
Other instance functions
AddSpread
Overrides: Weapon.AddSpread
Adds any fire spread offset to the passed in rotator
Parameters:
- BaseAim - the base aim direction
Returns:
- the adjusted aim direction
AdjustWeaponTimingForConsole
Overrides: UTWeapon.AdjustWeaponTimingForConsole
Adjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.
AkimboCheck
Function that determines whether or not to hold guns sideways.
AkimboDelay
Used to delay starting the check for Akimbo mode.
AttachMuzzleFlash
Overrides: UTWeapon.AttachMuzzleFlash
Extend support to allow for multiple muzzle flashes
AttachWeaponTo
Overrides: UTWeapon.AttachWeaponTo
(Description copied from UTWeapon.AttachWeaponTo)
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
Parameters:
- who - is the pawn to attach to
BecomeDual
Become a dual firing weapon. Right now this isn't important unless the instigator is the local client. If it is, then show the second mesh and play any needed "Equipping" animations
BestMode
Overrides: UTWeapon.BestMode
BestMode() choose between regular or alt-fire
ChangeVisibility
Overrides: UTWeapon.ChangeVisibility
This function is called from the pawn when the visibility of the weapon changes
CreateOverlayMesh
Overrides: UTWeapon.CreateOverlayMesh
DelayedBecomeDual
Delay becoming dual if currently bringing up enforcer (for animation reasons)
DenyPickupQuery
Overrides: UTWeapon.DenyPickupQuery
Detect that we are trying to pickup another enforcer and switch in to dual mode.
DetachMuzzleFlash
Overrides: UTWeapon.DetachMuzzleFlash
Detach weapon from skeletal mesh
Parameters:
- SkeletalMeshComponent - weapon is attached to.
DetachWeapon
Overrides: UTWeapon.DetachWeapon
(Description copied from UTWeapon.DetachWeapon)
Detach weapon from skeletal mesh
Parameters:
- SkeletalMeshComponent - weapon is attached to.
DualEquipDone
The equip animation is done, notify the weapon and become usuable
FullyCooled
GetEffectLocation
Overrides: UTWeapon.GetEffectLocation
(Description copied from UTWeapon.GetEffectLocation)
Returns:
- the location + offset from which to spawn effects (primarily tracers)
GetEquipTime
Overrides: UTWeapon.GetEquipTime
GetFireAnim
Returns the name of the firing animation
GetFireInterval
Overrides: UTWeapon.GetFireInterval
Returns the rate at which the weapon fires. If in dual mode, 1/2 the rate
See: Weapon.GetFireInterval()
InstantFire
Overrides: UTWeapon.InstantFire
Performs an 'Instant Hit' shot. Also, sets up replication for remote clients, and processes all the impacts to deal proper damage and play effects.
Network: Local Player and Server
PlayFireEffects
Overrides: UTWeapon.PlayFireEffects
We override PlayFireEffects to reoffset the animation rate. When in dual mode, all firing speeds are 1/2 but we want the animations to play as normal.
See: PlayFireEffects
PlayWeaponEquip
Overrides: UTWeapon.PlayWeaponEquip
Look to see if bLoaded (ie: has been brought up once) is true and decide which animation to play
PlayWeaponPutDown
Overrides: UTWeapon.PlayWeaponPutDown
Added support for handling the 2nd gun
SetAkimbo
SetSkin
Overrides: UTWeapon.SetSkin
Setup the overlay skins
SetWeaponOverlayFlags
Overrides: UTWeapon.SetWeaponOverlayFlags
When the Pawn's WeaponOverlay flag changes, handle it here
TrackShotCount
By default, we track each shot so that the 2nd weapon will work. Bursting overrides this function
UseLeftBarrel
Determine which gun to use
States
Active
Inherits from: UTWeapon.Active
Modifiers: simulated
Active.BeginState
Overrides: UTWeapon.Active.BeginState
Initialize the weapon as being active and ready to go.
Active.OnAnimEnd
Overrides: UTWeapon.Active.OnAnimEnd
(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops.
Will not get called if bLooping is 'true' on the AnimNodeSequence.
bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
Active.LagRot
Overrides: UTWeapon.LagRot (global)
Active.ShouldLagRot
Overrides: UTWeapon.Active.ShouldLagRot
(Description copied from UTWeapon.ShouldLagRot)
Returns:
- whether the weapon's rotation is allowed to lag behind the holder's rotation
WeaponBurstCoolDown
Modifiers: simulated
WeaponBurstCoolDown.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
WeaponBurstCoolDown.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WeaponBurstCoolDown.WeaponReady
WeaponBursting
Extends: WeaponFiring
Modifiers: simulated
WeaponBursting.BeginState
Overrides: UTWeapon.WeaponFiring.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
WeaponBursting.EndState
Overrides: WeaponFiring.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WeaponBursting.GetFireAnim
Overrides: GetFireAnim (global)
Returns the name of the firing animation
WeaponBursting.PlayArmAnimation
Overrides: UTWeapon.PlayArmAnimation (global)
WeaponBursting.PlayWeaponAnimation
Overrides: UTWeapon.PlayWeaponAnimation (global)
We only play the animation once.
See: Weapon.PlayWeaponAnimation
WeaponBursting.RefireCheckTimer
Overrides: WeaponFiring.RefireCheckTimer
We poll the PendingFire in RefireCheckTimer() to insure the switch to Burst Firing respects the current shot timings
WeaponBursting.TrackShotCount
Overrides: TrackShotCount (global)
CoolDown tracks the shots
WeaponBursting.TryPutDown
Overrides: UTWeapon.TryPutDown (global)
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down
WeaponEquipping
State WeaponEquipping The Weapon is in this state while transitioning from Inactive to Active state. Typically, the weapon will remain in this state while its selection animation is being played. While in this state, the weapon cannot be fired.
Inherits from: UTWeapon.WeaponEquipping
Modifiers: simulated
WeaponEquipping.EndState
Overrides: UTWeapon.WeaponEquipping.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WeaponEquipping.WeaponEquipped
Overrides: Weapon.WeaponEquipping.WeaponEquipped
WeaponFiring
Inherits from: UTWeapon.WeaponFiring
Modifiers: simulated
WeaponFiring.EndState
Overrides: UTWeapon.WeaponFiring.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WeaponFiring.BecomeDual
Overrides: BecomeDual (global)
Become a dual firing weapon. Right now this isn't important unless the instigator is the local client. If it is, then show the second mesh and play any needed "Equipping" animations
WeaponFiring.RefireCheckTimer
Overrides: Weapon.WeaponFiring.RefireCheckTimer
We poll the PendingFire in RefireCheckTimer() to insure the switch to Burst Firing respects the current shot timings